#Naval Maintenance Point

1 messages · Page 1 of 1 (latest)

cedar ermine
#

Hi, I created a vanilla like vehicle station, this mod is still in the works. This mod allows you to build a station at your base and players can spawn boats at the Maintenance Point. I used for showcase the RHIB mod by "thespacestrider"

by using a custom label, you can add and remove as server owner the boats from this station. As soon as the mod is published I will add a tutorial how to do it for server owners.

If you have any recommendations or feedback please let me know. I highly appreciate it

EASY SETUP

required basic knowledge of Enfusion Workbench

Add

VEHICLE_BOAT

as Authored Label in Authored Labels (SCR_EditableVehicleComponent) in the prefab of your choice

Use the picture down below for visual help HPNOmiydro

If the Prefab has this label it will show up at the Maintenance Point.

Disclaimer:
Boat in Picture by TheSpaceStrider - RHIB Mod:
https://reforger.armaplatform.com/workshop/5994614FB5AD35C2-RHIB

https://reforger.armaplatform.com/workshop/65B92E37083CA469-BoatMaintenancePoint

Arma Reforger

Adds the 11M Naval Special Warfare Rigid Hull Inflatable Boat to the game

Arma Reforger

2 Vanilla like Maintenace Points to spawn Boats.
Works by default with RHIB Mod by "TheSpaceStrider", for that no setup is required.
For all other mods, set up is required!

copper belfry
#

@rustic terrace

heady dock
cedar ermine
deft steppe
#

Is it on workshop already?

atomic ledge
cedar ermine
cedar ermine
wise basin
#

Very cool, maybe construct something like wooden planks on barrels for the dock part in the water? This way it would look more realistic, instead of just floating planks

cedar ermine
atomic ledge
#

I'll look at the file name later.

atomic ledge
atomic ledge
cedar ermine
#

@atomic ledge thank you very much! I'll check that later 🫡

wise basin
sonic sable
#

hey, what's up ? @cedar ermine is it on workshop ?

cedar ermine
cedar ermine
#

EASY SETUP

required basic knowledge of Enfusion Workbench

Add

VEHICLE_BOAT

as Authored Label in Authored Labels (SCR_EditableVehicleComponent) in the prefab of your choice

Use the picture down below for visual help HPNOmiydro

If the Prefab has this label it will show up at the Maintenance Point.

Disclaimer:
Boat in Picture by TheSpaceStrider - RHIB Mod:
https://reforger.armaplatform.com/workshop/5994614FB5AD35C2-RHIB

sonic sable
#

Let’s gooooooo !

deft steppe
#

are there any Russian boats on workshop? Wonder what should I add them :p

heady dock
cedar ermine
wary grove
#

Hey @cedar ermine

Hopefully you could help me out.
What am i missing here? Vehicle has the label but doesnt show up in the Boat Maintenance Point

solid jackal
cedar ermine
narrow barn
subtle spear
#

He is✌️

harsh sable
#

Thanks for making this mod, we have been using it on the Dutch Feniks server for a while now, and its great!

recently I went about adding this boat
https://reforger.armaplatform.com/workshop/999000999BE11000-Usableboats
by (the mysterious) Bell1

It's not yet spawnable as it stands, but i added the required prefabs and added it to the required factions
Thing i ran into was the the preview model would not be placeable (stay turned red)

i ended up tracking this down to the CheckVehiclePosition call in SCR_CampaignBuildingPlacingObstructionEditorComponent

Arma Reforger

usable boat

#
    override bool CheckVehiclePosition()
    {
        vector outBoundMin, outBoundMax;
        m_PreviewEnt.GetPreviewBounds(outBoundMin, outBoundMax);
        outBoundMin[1] = HEIGHT_ABOVE_GROUND_VEHICLE_BUFFER; // <------ This is the problematic call

        //  The boat has a outBoundMax[1] (the top of the bounding box) of only .25
        HEIGHT_ABOVE_GROUND_VEHICLE_BUFFER has a value of .8

        // Therefore the QueryEntitiesByOBB check fails without calling EvaluateBlockingEntity
        // I assume this happens because the bounding box being flipped/inverted

        outBoundMin[0] = outBoundMin[0] * BOUNDING_BOX_VEHICLE_FACTOR;
        outBoundMin[2] = outBoundMin[2] * BOUNDING_BOX_VEHICLE_FACTOR;

        // Adding this section fixed the spawning issue, might cause issues with props overhead of the spawned vehicle
        if(outBoundMin[1] > outBoundMax[1]){
            Print("[DF_CampaignBuildingPlacingObstructionEditorComponent] Fixing OBB bounds for vehicle spawning (should only effect ZODIAC)");
            outBoundMax[1] = outBoundMin[1] + HEIGHT_ABOVE_GROUND_VEHICLE_BUFFER;
        }


        // the problematic call
        // No check for the nearby previews as we don't want to allow player to build a cliping compositions
        if (!world.QueryEntitiesByOBB(outBoundMin, outBoundMax, transform, EvaluateBlockingEntity))
            return false;

        return world.TracePosition(paramOBB, EvaluateBlockingEntity) > 0;
    }

Abridged version of the code (do not copy-paste)

I can't figure out where to contact the mod creator, you might want to implement this, or maybe he sees it here.
Regardless, t'was a very annoying bug, and i hope it helps whomever this concerns

foggy thorn
#

Hey @cedar ermine! Love this. Acutally curious, is there any decent guide out there on how to design prefabs? Would love to work on some myself.

cedar ermine
# foggy thorn Hey <@444874164642381835>! Love this. Acutally curious, is there any decent guid...

@dusty cliff has some helpful Videos on Youtube but there's also https://github.com/BohemiaInteractive/Arma-Reforger-Samples

most stuff I learned from other mods and looked what they changed to get it to work. I tried to adjust it to fit my intentions and concepts, I learned from that

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

young snow
#

I’ll have to test this out. How big did you make the radius? I got a destroyer with 96 tomahawk missiles that will need to be refilled 😅